Warmind's Arsenal [Seiko's Programs]
Aug 24, 2022 13:38:40 GMT -8
Post by Seiko Irontide on Aug 24, 2022 13:38:40 GMT -8
Spell name: Techo-Organic Masterpiece
Spell Main Element: Tech
-Spell Sub Elements: Metal
Affinity Strength: 10
Function: Created as a magical experiment, Seiko's body has actually taken on natural, organic technological properties, resulting in her flesh and blood being closer to metal and oil respectively. While this has enhanced her abilities, it has also caused certain magics to interact with her strangely. Due to her nature, only Metal or Tech healing spells work on her, beneficial Life Magic fails to affect her and she is completely immune to Blood Magic that tries to influence her body or her blood(So a spell to make her blood boil would fail but creating a spike out of the mage's own blood and stabbing her would work). As part of this however, her base Memory is increased to 16 before applying attribute points, her base Recharge Rate is 4 rather than 5 and her Technomancy is more able to break through anti-magic fields and effects, resulting in them only being reduced by a quarter instead of a half. In addition, her Technomancy Programs can never emulate effects of Life or Blood magic.
Spell Main Element: Tech
-Spell Sub Elements: Metal
Affinity Strength: 10
Function: Created as a magical experiment, Seiko's body has actually taken on natural, organic technological properties, resulting in her flesh and blood being closer to metal and oil respectively. While this has enhanced her abilities, it has also caused certain magics to interact with her strangely. Due to her nature, only Metal or Tech healing spells work on her, beneficial Life Magic fails to affect her and she is completely immune to Blood Magic that tries to influence her body or her blood(So a spell to make her blood boil would fail but creating a spike out of the mage's own blood and stabbing her would work). As part of this however, her base Memory is increased to 16 before applying attribute points, her base Recharge Rate is 4 rather than 5 and her Technomancy is more able to break through anti-magic fields and effects, resulting in them only being reduced by a quarter instead of a half. In addition, her Technomancy Programs can never emulate effects of Life or Blood magic.
Availability: Passive, unique to Seiko
Program Name: Railway Spike
Program Main Element: Technomancy
Program Type: Daemon
Minimum Power: 1
Memory Usage: 1
Recharge Multiplier: x1
Function: A very simple Daemon that draws in kinetic energy from the surrounding environment to sheath one of the user's limbs in a shroud of concussive force. When this activate, the limb usually launches forward like a piston or swings with incredible force, crushing bone and bruising organs with each hit. This deals damage as a spell of affinity equal to the Technomancer's Power however dependent on the Power, the attack gains additional accuracy due to the increased speed making it harder to avoid.
Program Main Element: Technomancy
Program Type: Daemon
Minimum Power: 1
Memory Usage: 1
Recharge Multiplier: x1
Function: A very simple Daemon that draws in kinetic energy from the surrounding environment to sheath one of the user's limbs in a shroud of concussive force. When this activate, the limb usually launches forward like a piston or swings with incredible force, crushing bone and bruising organs with each hit. This deals damage as a spell of affinity equal to the Technomancer's Power however dependent on the Power, the attack gains additional accuracy due to the increased speed making it harder to avoid.
Power - Accuracy Increase
1 - +1
2 - +1
3 - +1
4 - +2
5 - +2
6 - +2
7 - +3
8 - +3
9 - +3
10 - +4
Availability: Open
Program Name: Armour Shroud
Program Main Element: Technomancy
Program Type: Firewall
Minimum Power: 6
Memory Usage: 1
Recharge Multiplier: x3
Function: A powerful defensive program designed to weather and shrug off an incredible amount of firepower. When the wielder activates this, a powerful defensive barrier appears over their entire body and any attacks not only find it harder to land purchase but also deal far less damage than usual due to the technomagical barrier over the Technomancer's body. Unfortunately when this program is activated, the wielder is unable to activate any Daemons on the same turn and they become unable to move. It lasts for one round and wears off at the start of the user's next post. While active, dependent on the power used to activate this Firewall, the maximum damage each attack can do is altered and while active, the Technomancer gains +3 AC.
Program Main Element: Technomancy
Program Type: Firewall
Minimum Power: 6
Memory Usage: 1
Recharge Multiplier: x3
Function: A powerful defensive program designed to weather and shrug off an incredible amount of firepower. When the wielder activates this, a powerful defensive barrier appears over their entire body and any attacks not only find it harder to land purchase but also deal far less damage than usual due to the technomagical barrier over the Technomancer's body. Unfortunately when this program is activated, the wielder is unable to activate any Daemons on the same turn and they become unable to move. It lasts for one round and wears off at the start of the user's next post. While active, dependent on the power used to activate this Firewall, the maximum damage each attack can do is altered and while active, the Technomancer gains +3 AC.
Power - Max Damage
6 - 5
7 - 4
8 - 3
9 - 2
10 - 1
Availability: Open
Program Name: Perfect Analysis
Program Main Element: Technomancy
Program Type: Executable
Minimum Power: 8
Memory Usage: 1
Recharge Multiplier: x2
Function: Every person has markers and information etched into their very skin, their eyes, the flow of their mana, the shifting of their blood. By activating this Program, Seiko is able to read all of this and filter it through her analytical mind, enhanced by the nature of her Technomancy. When this is activated, dependent on the Power that Seiko activates this with she can choose a number of targets and instantly learn the Race, Sub-Race, Affinities and Age of those characters as well as if they are suffering from any diseases or magical afflictions.
Program Main Element: Technomancy
Program Type: Executable
Minimum Power: 8
Memory Usage: 1
Recharge Multiplier: x2
Function: Every person has markers and information etched into their very skin, their eyes, the flow of their mana, the shifting of their blood. By activating this Program, Seiko is able to read all of this and filter it through her analytical mind, enhanced by the nature of her Technomancy. When this is activated, dependent on the Power that Seiko activates this with she can choose a number of targets and instantly learn the Race, Sub-Race, Affinities and Age of those characters as well as if they are suffering from any diseases or magical afflictions.
Power - No. of Targets
8 - 2
9 - 4
10 - 6
Availability: Seiko only unless taught
Program Name: Technobolt
Program Main Element: Technomancy
Program Type: Daemon
Minimum Power: 1
Memory Usage: 1
Recharge Multiplier: x1
Function: One of the first and easiest to use Technomancy programs taught to aspiring Technomancers and used even by wizened masters heralded as one of the 'classics'. The appearance of this Program varies from Technomancer to Technomancer but either way it is a simple ranged attack that unleashes a bolt of Technomantic energy to deal damage to an opponent at range. The sheer simplicity and speed of this attack grants it a +1 to accuracy when utilised and the range of the Daemon is dependent on the Power used alongside it. This deals damage as a spell of affinity equal to the Technomancer's Power.
Program Main Element: Technomancy
Program Type: Daemon
Minimum Power: 1
Memory Usage: 1
Recharge Multiplier: x1
Function: One of the first and easiest to use Technomancy programs taught to aspiring Technomancers and used even by wizened masters heralded as one of the 'classics'. The appearance of this Program varies from Technomancer to Technomancer but either way it is a simple ranged attack that unleashes a bolt of Technomantic energy to deal damage to an opponent at range. The sheer simplicity and speed of this attack grants it a +1 to accuracy when utilised and the range of the Daemon is dependent on the Power used alongside it. This deals damage as a spell of affinity equal to the Technomancer's Power.
Power - Range(Ft)
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
7 - 70
8 - 80
9 - 90
10 - 100
Availability: Open